/Engine/Source/Runtime/Engine/Classes/Engine/SkinnedAsset.h
This will return detail info about this specific object. (e.g. AudioComponent will return the name of the cue, ParticleSystemComponent will return the name of the ParticleSystem) The idea here is that in many places you have a component of interest but what you really want is some characteristic that you can use to track down where it came from.
virtual [FString](API\Runtime\Core\Containers\FString) GetDetailedInfoInternal() const